Tutorials and Notes
Lion-O
Preparing the Reference Image Start by removing any background The Magic Select tool in the Gimp is reasonable at this Then take the erase brush and clean up to as close to the character’s outline as possible Finally “Crop to content” Blocking out the Head It’s great to have a ruler for measurements Don’t rely on one image if you can If there is only one image of the character in question, lookup the artist and find similar works Have an anatomy page handy www.
Tutorials and Notes
CateArcher
Note: Focus on Silhouette! Your character should be identifiable from its silhouette Creating Character Models for 3D Games You need high resolution sculpts You also need low res in game characters What to look for in a high res sculpt How well did you interpret the original concept, or how well did you improve it How clean are your surfaces Did you follow basic design principles How good is your color theory Thing to look for in a low res game character How clean is the edge flow How evenly spaced the topology is Can you create edge flow for deformation How well did you use UV space How nice are the texture maps How They used map resolution to their advantage Are the materials setup properly What to put on one’s portfolio Include 2 or 3 really great characters Quality is king It’s better to have 1 or two great characters than a lot of mediocre ones Using the Cate course to build one’s portfolio Baby Steps Block out a head Then a hand Block out a cartoon character When you’re comfortable enough, block out a human character block out until you’re comfortable with the tools and process Building and Sculpting Build clothing and accessories, sculpt in surface detail like facial features Game Character Creation Phase Create new low res topology Create UVs Bake texture maps Suggest - make a bust only and take it all the way to the end There is a male bust mini-course Character Design Character Realism Spectrum Near the uncanny valley Uncharted Red Dead Redemption More Pixar Like Overwatch Smoother, bolder and simpler color pallets Disney Infinity Even simpler Larger more exaggerated shapes, simpler colors Hard flowing edges that guide one’s eye Ratchet and Clank Even simpler and more exaggerated than Disney Infinity Textures are more detailed Especially in Film, Stylized Character but Realistic Textures Gru from Despicable Me Very stylized character Very detailed clothing textures Mario Bold shapes Non realistic proportions Very few colors covering whole of an object - i.
Tutorials and Notes
Geometry Nodes Windows
Background Just a note, this is my first Blender Tutorial!
This may be overkill, but one of the things I find tedious to create are windows. They have a surprising number of fiddly details, whether they are old fashioned 1920s single hung windows, or even relatively recent single paned commercial windows with metal trim.
What if one could simply define the height, width, and number of panes in the windows? We’re going to accomplish this with geometry nodes.
Tutorials and Notes
Geo Nodes Building
Blender Version: 4.2
Introduction / Credits I really enjoyed Kent Trammell’s geometry nodes buildings in the CGCookie Cubicity Course, as well as Jonathan Lampel’s dive into Geometry nodes in CGCookie’s Assemble course. This page will use a lot of Kent’s approach to creating buildings, but I’m using it for more realistic structures. With the correct materials the structures could look realistic or cartoony.
Planned Plugin Use Aside from some of the standards, like Node Wrangler, I believe the following plugins will be helpful:
Tutorials and Notes
CGCookie Core Materials Notes
Credits: These notes are based off of the Core Tutorials on the CGCookie website. This is the Materials Core class.
Instructor: Ewa Wierbik-ZiÄ…bka
Notes: The instructor includes a number of downloaded .blend files. I haven’t checked them all out, but several of them seem to go well beyond the basics covered in the course and they’re definitely worth checking out to see how she achieved some of the effects.
Simple Shaders Glossy BSDF Creates glossy or metalic surfaces Roughness A roughness 0 creates a perfectly reflective surface Anisotropy 0 is no anisotropy Negative values elongate values along tangent Positive values elongate along normal tangent Rotation 0 is no rotation 1 is 360 rotation Diffuse Shader Only has roughness slider(Fresnel) Light bounces in random directions Emission Emits light Can adjust color and strength Can create whole objects that light up, like Neon, or a glowing Suzanne head When strength is set very high, the light will appear white, while reflections will show the color of the light Transparent Pure white and the object can be completely transparent The darker the color, the less transparent the object is Holdout shader The object is not very transparent, but it asks like a mask Great for compositing If you change the scene background to transparent, it will create an alpha where the object is Mix shader Diffuse and Glossy are a typical combination Except for metal, the color for glossy should typically be white Diffuse is where you set the color, and get a plastic like material Factor controls which shader has a larger effect 0 for Slot A and 1 for Slot B Layer weight This is not a shader, but an Input Plug Fresnel or Facing into the mix shader factor Fresnel Dependent between normal and viewing angle Facing Blends between first and second shader based on viewing angle Add shader If you add two glossy shaders you may end up with reflections that are stronger than the source light This is not accurate This will look strange This is mostly used for emission or volume shaders It is also used to add diffuse and glossy for ceramics Refraction Shader Alone you get dark results near the edges - it almost looks like a toon shader Refraction is often mixed with glossy The sharpness of the refractions is controlled by the roughness of the glossy The amount of light that passes through the object is controlled by the roughness of the refraction shader Color is usually controlled by the refraction shader The glass shader may be more realistic than this combination Translucent Created for thin objects like leaves or paper Often mixed with diffuse With diffuse as the first shader, generally make .
Tutorials and Notes
Animate Textures In Blender
These notes are based off of The Observatory’s YouTube Tutorial.
I can’t speak to earlier versions of Blender, but with Blender 3.6 these instructions are no longer needed. The Image Texture supports both Image Sequences and animating the Offset value.
One may add an Image Texture Node Choose a numbered range of images Set the Frames to 1 Insert Keyframes for the Offset value to animate the texture. Note: Image Sequence Nodes are no longer available or needed.